use array::Array2;
use matrix::Matrix4;
use num::BaseFloat;
use plane::Plane;
use point::Point3;
use vector::{Vector, EuclideanVector};
#[derive(Copy, Clone, PartialEq, RustcEncodable, RustcDecodable)]
pub struct Frustum<S> {
pub left: Plane<S>,
pub right: Plane<S>,
pub bottom: Plane<S>,
pub top: Plane<S>,
pub near: Plane<S>,
pub far: Plane<S>,
}
impl<S: BaseFloat + 'static>
Frustum<S> {
pub fn new(left: Plane<S>, right: Plane<S>,
bottom: Plane<S>, top: Plane<S>,
near: Plane<S>, far: Plane<S>) -> Frustum<S> {
Frustum {
left: left,
right: right,
bottom: bottom,
top: top,
near: near,
far: far,
}
}
pub fn from_matrix4(mat: Matrix4<S>) -> Frustum<S> {
Frustum::new(Plane::from_vector4(mat.row(3).add_v(&mat.row(0)).normalize()),
Plane::from_vector4(mat.row(3).sub_v(&mat.row(0)).normalize()),
Plane::from_vector4(mat.row(3).add_v(&mat.row(1)).normalize()),
Plane::from_vector4(mat.row(3).sub_v(&mat.row(1)).normalize()),
Plane::from_vector4(mat.row(3).add_v(&mat.row(2)).normalize()),
Plane::from_vector4(mat.row(3).sub_v(&mat.row(2)).normalize()))
}
}
#[derive(Copy, Clone, PartialEq, RustcEncodable, RustcDecodable)]
pub struct FrustumPoints<S> {
pub near_top_left: Point3<S>,
pub near_top_right: Point3<S>,
pub near_bottom_left: Point3<S>,
pub near_bottom_right: Point3<S>,
pub far_top_left: Point3<S>,
pub far_top_right: Point3<S>,
pub far_bottom_left: Point3<S>,
pub far_bottom_right: Point3<S>,
}